Vampirism: Child of the Night
Prerequisite(s): 9th level, Vampirism
Your unholy strength grows. You gain the following trait:
- Regeneration. At the beginning of your turn, you regain Hit Points equal to your level if you have at least 1 Hit Point and aren't in sunlight or running water. If you take radiant damage, you don't restore Hit Points at the start of your next turn.
Additionally, choose three traits the list below. You can replace any one of these traits with one from Dark Adaptation.
- Blood Frenzy. When you make a melee attack roll against a creature that doesn't have all its hit points, you can give yourself advantage on the attack roll. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a short or long rest. Using this feature against a creature that is missing over half of its maximum hit point total (before maximum hit point reductions) does not count against this number.
- Children of the Night. You can speak to bats, rats, wolves, and other creatures of the night as if you shared a common language. If you know the find familiar spell, your familiar can take the form of a Medium or Large beast of CR 1/4th or less as long as you can speak to it with this ability.
Trigger: Action
Limitation: When the sun is not up
Use: Once per Long Rest
You can cast the conjure animals spell without mana or components, but the beasts must be creatures you can speak to using your Night Speech ability. The spell does not require you to maintain concentration, and it always lasts for 1 hour, unless you die or you dismiss the creatures with a Bonus Action. This magical effect cannot be dispelled. - Shapechanger.
Trigger: Bonus Action
Limitation: You cannot be in sunlight or running water
You polymorph into a CR 0 creature, such as a bat or a spider, or a Medium cloud of mist or back into your true form. While in this form, you can't speak, your speed becomes that of the beast, and you gain the senses of the new form. Your other statistics are unchanged. Anything you are wearing or carrying transforms with you. You revert to your true form if you die. While in mist form, you can't take any actions, speak, or manipulate objects. You are weightless, have a flying speed of 20 feet, can hover, and can enter a hostile creature's space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, but you can't pass through water. You have Advantage on Strength, Dexterity, and Constitution Saving Throws, and you are Immune to all damage, except radiant damage. Additionally, when you drop to 0 hit points outside of your resting place, you transform into your cloud of mist form, provided you aren't in sunlight or running water. While at 0 hit points, you can't revert to your vampiric form, and you must reach your resting place within 2 hours or die. Once in your resting place, you revert to your vampiric form and are Paralyzed until you regain any Hit Points, and you regain 1 Hit Point after spending 1 hour there. - Frostmourn. You regain the Draugr ability to move through creatures and objects on a Short Rest, and once per turn when you move through a creature's space using your Draugr ability, you may deal 1d10 Cold damage to it. Additionally, as a reaction when you are hit with an attack roll or take falling damage, you can reduce the damage by half, magically teleport to an unoccupied space you can see within 30 feet. If a melee attack triggered this ability, you count as if you move through the creature's space when you use this ability. Requires Draugr.
- Energy Vampire. After dealing Necrotic damage less than or equal to your level to a creature, you increase your movement speed by 20 feet and gain a flying hover speed equal to your movement speed. You retain this bonus for 7 days. Requires Jiangshi.
- Blood Sense. You have Blindsight out to a range of 60 feet as long as you're not Deafened. You can pinpoint the location of creatures that have blood (most creatures that are not Undead or Constructs) within this range, and can sense the general direction of such creatures within 1 mile of it. Requires Katakan.
- Sanguine Mentalist. Whenever you deal Necrotic damage, you can deal Psychic damage instead. After you have drank a creature's blood (such as by dealing damage with your bite attack), you can form a telepathic link with them, regardless of their distance from you or if they are willing, for 24 hours. While such creatures are within the range of your normal telepathic link, you can sense their surface thoughts, and can probe deeper as a Magic Action as per Detect Thoughts. The save DC for this is 8 + PRF + your Intelligence modifier. Requires Moroi.
- Black Blood. Whenever you deal Poison damage, you can deal Necrotic damage instead, and whenever you deal Necrotic damage, you can deal Poison damage instead. Additionally, when a creature hits you with a melee attack that deals necrotic, piercing, or slashing damage it takes 1d6 poison damage Requires Nosferatu.
- Asphyxiation. When you hit a creature with your Claws, you can grapple it as long as it is no more than one size category larger than you. While a creature you are Grappling is also Prone, it is also Restrained and Silenced, and cannot breathe. Requires Vrykolakas.

